[TPHD] Aspect fixes, burn in protecc, maps

Add : Burn in protection option for OLED, plasma, sets .w to 0.75 for
static UI elements
Add: More maps scaled
Fix : Missing aspect shaders,  lamp oil, amibo, dungeon map objects
This commit is contained in:
getdls 2019-08-15 00:06:14 +02:00
parent 63851b6e4b
commit 3580a30420
10 changed files with 1296 additions and 9 deletions

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@ -6,6 +6,8 @@
//UI text front
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
const float UItransp = $UItransp;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
@ -117,7 +119,7 @@ R3f.w = tempf.x;
// export
gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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@ -6,6 +6,7 @@
//hearts
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
const float UItransp = $UItransp;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
@ -121,7 +122,7 @@ R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp);
// export
passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export

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@ -0,0 +1,141 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 827afe113fd67658
//lamp oil indicator
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[9];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R127f.w = R2f.w;
PS0f = R127f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R0f.z = 1.0;
PS1f = R0f.z;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
PS0f = 1.0;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R4f.z = PS0f;
PS1f = R4f.z;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// 0
backupReg0f = R0f.z;
backupReg0f = R0f.z;
tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
// 1
backupReg0f = R0f.z;
backupReg0f = R0f.z;
tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R4f.x = PV0f.x;
PS1f = R4f.x;
// 2
R4f.y = PV1f.x;
// export
passParameterSem1 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

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@ -0,0 +1,124 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 85b15b7fe92662bb
//map dungeon BG
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// skipped unused attribute for r5
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R1f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R3f.x = 0.0;
PS0f = R3f.x;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R0f.x = R2f.x;
PS1f = R0f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R0f.y = R2f.y;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
R0f.z = R127f.w;
PS1f = R0f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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@ -0,0 +1,102 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader cac95df4d2d6f5b8
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
//Remove cutscene box
uniform ivec4 uf_remappedVS[8];
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R127f.w = R1f.w;
PS0f = R127f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// 7
//R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z));
R0f.w = intBitsToFloat(uf_remappedVS[7].w);
// export
//gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
// skipped export to semanticId 255
}

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@ -6,6 +6,7 @@
//action buttons
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
const float UItransp = $UItransp;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
@ -117,7 +118,7 @@ R3f.w = tempf.x;
// export
gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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@ -0,0 +1,127 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader e9d455979cba2505
//dungeon objects
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem1;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// skipped unused attribute for r5
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R1f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R0f.x = 0.0;
PS0f = R0f.x;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R3f.x = R2f.x;
PS1f = R3f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R3f.y = R2f.y;
PS0f = R3f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
R3f.z = R127f.w;
PS1f = R3f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
// skipped export to semanticId 255
// export
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem2 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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@ -0,0 +1,122 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader f017fcfaf1bd28ab
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
//amiibo
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R1f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R3f.x = 0.0;
PS0f = R3f.x;
// 3
R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R1f.x;
PV1f.y = R1f.x;
PV1f.z = R1f.x;
PV1f.w = R1f.x;
R0f.x = R2f.x;
PS1f = R0f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R0f.y = R2f.y;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R1f.z = tempf.x;
R0f.z = R127f.w;
PS1f = R0f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = tempf.x;
// export
gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w);
// export
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

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@ -0,0 +1,129 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader f5034fe4aa1fec23
//map fade
const float UIx = $UIAspectX;
const float UIy = $UIAspectY;
uniform ivec4 uf_remappedVS[7];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
layout(location = 2) in uvec4 attrDataSem2;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem2;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0);
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem2.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
PV0f.x = R127f.x;
PV0f.y = R127f.x;
PV0f.z = R127f.x;
PV0f.w = R127f.x;
R126f.w = R2f.w;
PS0f = R126f.w;
// 1
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R127f.w = 1.0;
PS1f = R127f.w;
// 2
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
R4f.x = 0.0;
PS0f = R4f.x;
// 3
R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = R2f.x;
PV1f.y = R2f.x;
PV1f.z = R2f.x;
PV1f.w = R2f.x;
R0f.x = R3f.x;
PS1f = R0f.x;
// 4
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.y = tempf.x;
R0f.y = R3f.y;
PS0f = R0f.y;
// 5
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R2f.z = tempf.x;
R0f.z = R127f.w;
PS1f = R0f.z;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.w = tempf.x;
// export
gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
// skipped export to semanticId 255
}

View File

@ -18,6 +18,7 @@ $internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 2560x1440
@ -32,6 +33,7 @@ $internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 2732x1536
@ -46,6 +48,7 @@ $internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 3200x1800
@ -60,6 +63,7 @@ $internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 3840x2160 (4k - Native x2)
@ -74,6 +78,7 @@ $internalRes = 0.75
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 5120x2880
@ -88,6 +93,7 @@ $internalRes = 0.75
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
// Enthusiast
@ -104,6 +110,7 @@ $internalRes = 0.5
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = -- 21:9 -- resolutions
@ -118,6 +125,7 @@ $internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 2560x1080 (21:9 HD)
@ -132,6 +140,7 @@ $internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 3440x1440 (21:9)
@ -146,6 +155,7 @@ $internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 5120x2160 (21:9)
@ -160,6 +170,7 @@ $internalRes = 0.75
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = -- 16:10 -- resolutions
@ -174,6 +185,7 @@ $internalRes = 1.0
$aspectRatio = (1440.0/900.0)
$UIAspectX = 1.0
$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
$UItransp = 1.0
[Preset]
name = 1440x900 (16:10)
@ -188,6 +200,7 @@ $internalRes = 1.0
$aspectRatio = (1440.0/900.0)
$UIAspectX = 1.0
$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
$UItransp = 1.0
[Preset]
name = 1680x1050 (16:10)
@ -202,6 +215,7 @@ $internalRes = 1.0
$aspectRatio = (1680.0/1050.0)
$UIAspectX = 1.0
$UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0)
$UItransp = 1.0
[Preset]
name = 1920x1200 (16:10)
@ -216,6 +230,7 @@ $internalRes = 1.0
$aspectRatio = (1920.0/1200.0)
$UIAspectX = 1.0
$UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0)
$UItransp = 1.0
[Preset]
name = 2560x1600 (16:10)
@ -230,6 +245,7 @@ $internalRes = 1.0
$aspectRatio = (2560.0/1600.0)
$UIAspectX = 1.0
$UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0)
$UItransp = 1.0
[Preset]
name = 2880x1800 (16:10)
@ -244,6 +260,7 @@ $internalRes = 1.0
$aspectRatio = (2880.0/1800.0)
$UIAspectX = 1.0
$UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0)
$UItransp = 1.0
[Preset]
name = 3840x2400 (16:10)
@ -258,6 +275,7 @@ $internalRes = 1.0
$aspectRatio = (3840.0/2400.0)
$UIAspectX = 1.0
$UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0)
$UItransp = 1.0
[Preset]
name = 5120x3200 (16:10)
@ -272,6 +290,7 @@ $internalRes = 1.0
$aspectRatio = (5120.0/3200.0)
$UIAspectX = 1.0
$UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0)
$UItransp = 1.0
[Preset]
name = -- 48:9 -- resolutions
@ -286,6 +305,7 @@ $internalRes = 1.0
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 5760x1080 (48:9)
@ -300,6 +320,7 @@ $internalRes = 1.0
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 7680x1440 (48:9)
@ -314,10 +335,10 @@ $internalRes = 0.70
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 7680.0 / 1440.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering
name = --- SSAA vert res x2 - Set scaling to Stretch
name = -- SSAA vert res x2 - Set scaling to Stretch
$width = 1920
$height = 2160
$gameWidth = 1920
@ -329,7 +350,7 @@ $internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 1920x2160 (Vertical x2)
@ -344,7 +365,7 @@ $internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 2560x2880 (Vertical x2 - 0.75 sub scaling)
@ -359,7 +380,7 @@ $internalRes = 0.75
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset] #
name = 3840x4320 (Vertical x2 - 0.5 sub scaling)
@ -374,7 +395,7 @@ $internalRes = 0.5
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 2560x2160 (21:9 Vertical x2)
@ -389,6 +410,7 @@ $internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling)
@ -403,6 +425,7 @@ $internalRes = 0.75 # 2880 * 0.75 = 1080 x 2
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling)
@ -417,7 +440,474 @@ $internalRes = 0.5
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 1.0
[Preset]
name =
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = -- UI 25% transparency, reduces risk of burn in --
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 1920x1080 (Native) - UI 25% transp
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 2560x1440 - UI 25% transp
$width = 2560
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 2732x1536 - UI 25% transp
$width = 2732
$height = 1536
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 3200x1800 - UI 25% transp
$width = 3200
$height = 1800
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 3840x2160 (4k - Native x2) - UI 25% transp
$width = 3840
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.75
$internalRes = 0.75
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 5120x2880 - UI 25% transp
$width = 5120
$height = 2880
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 0.75
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
// Enthusiast
[Preset]
name = 7680x4320 (8k - Native x3) - UI 25% transp
$width = 7680
$height = 4320
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.25
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 0.5
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = -- 21:9 -- resolutions - UI 25% transp
$width = 2560
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 2560x1080 (21:9 HD) - UI 25% transp
$width = 2560
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 3440x1440 (21:9) - UI 25% transp
$width = 3440
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 5120x2160 (21:9) - UI 25% transp
$width = 5120
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 0.75
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = -- 16:10 -- resolutions - UI 25% transp
$width = 1440
$height = 900
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (1440.0/900.0)
$UIAspectX = 1.0
$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
$UItransp = 0.75
[Preset]
name = 1440x900 (16:10) - UI 25% transp
$width = 1440
$height = 900
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (1440.0/900.0)
$UIAspectX = 1.0
$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
$UItransp = 0.75
[Preset]
name = 1680x1050 (16:10) - UI 25% transp
$width = 1680
$height = 1050
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (1680.0/1050.0)
$UIAspectX = 1.0
$UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0)
$UItransp = 0.75
[Preset]
name = 1920x1200 (16:10) - UI 25% transp
$width = 1920
$height = 1200
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (1920.0/1200.0)
$UIAspectX = 1.0
$UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0)
$UItransp = 0.75
[Preset]
name = 2560x1600 (16:10) - UI 25% transp
$width = 2560
$height = 1600
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (2560.0/1600.0)
$UIAspectX = 1.0
$UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0)
$UItransp = 0.75
[Preset]
name = 2880x1800 (16:10) - UI 25% transp
$width = 2880
$height = 1800
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (2880.0/1800.0)
$UIAspectX = 1.0
$UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0)
$UItransp = 0.75
[Preset]
name = 3840x2400 (16:10) - UI 25% transp
$width = 3840
$height = 2400
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (3840.0/2400.0)
$UIAspectX = 1.0
$UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0)
$UItransp = 0.75
[Preset]
name = 5120x3200 (16:10) - UI 25% transp
$width = 5120
$height = 3200
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (5120.0/3200.0)
$UIAspectX = 1.0
$UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0)
$UItransp = 0.75
[Preset]
name = -- 48:9 -- resolutions - UI 25% transp
$width = 5760
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 5760x1080 (48:9) - UI 25% transp
$width = 5760
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 7680x1440 (48:9) - UI 25% transp
$width = 7680
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 0.70
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 7680.0 / 1440.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering
name = --- SSAA vert res x2 - Set scaling to Stretch
$width = 1920
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 1920x2160 (Vertical x2) - UI 25% transp
$width = 1920
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1.0
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 2560x2880 (Vertical x2 - 0.75 sub scaling) - UI 25% transp
$width = 2560
$height = 2880
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 0.75
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset] #
name = 3840x4320 (Vertical x2 - 0.5 sub scaling) - UI 25% transp
$width = 3840
$height = 4320
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.25
$scaleShader = 1.0
$scaleBlur = 1.0
$internalRes = 0.5
$aspectRatio = (16.0/9.0)
$UIAspectX = 1.0
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 2560x2160 (21:9 Vertical x2) - UI 25% transp
$width = 2560
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1.0
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling) - UI 25% transp
$width = 3440
$height = 2880
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 0.75 # 2880 * 0.75 = 1080 x 2
$aspectRatio = (64.0 / 27.0)
$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[Preset]
name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling) - UI 25% transp
$width = 5760
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 0.5
$aspectRatio = (48.0/9.0)
$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
$UIAspectY = 1.0
$UItransp = 0.75
[TextureRedefine]
width = 1920
@ -593,3 +1083,51 @@ height = 272
#formats =
overwriteWidth = ($width/$gameWidth) * 282
overwriteHeight = ($height/$gameHeight) * 272
[TextureRedefine] # Gui
width = 832
height = 720
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 832
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # Gui
width = 813
height = 718
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 813
overwriteHeight = ($height/$gameHeight) * 718
[TextureRedefine] # map
width = 384
height = 320
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 384
overwriteHeight = ($height/$gameHeight) * 320
[TextureRedefine] # map
width = 362
height = 319
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 362
overwriteHeight = ($height/$gameHeight) * 319
[TextureRedefine] # map endgame
width = 832
height = 720
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 832
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # map endgame
width = 802
height = 512
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 802
overwriteHeight = ($height/$gameHeight) * 512